/*
This shader is for those normally rendered things, such as all blocks, texts, beacon beams and some entities.
those who use "no_offset" vertex shader usually use this fragment shader, too.
*/

#version 150

uniform sampler2D Sampler0;

in vec4 vertexColor;
in vec2 texCoord0;

out vec4 fragColor;

void main() {
    vec4 color = texture(Sampler0, texCoord0) * vertexColor;
    if (color.a < 0.5) {
        discard;
    }
    fragColor = color;
}
